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fix(Core): Activate creatures and objects during opening cinematics (#4045)
Co-authored-by: Si1ker <55638679+Sombranator@users.noreply.github.com> Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
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@@ -963,15 +963,23 @@ void WorldSession::HandleSetActionButtonOpcode(WorldPacket& recv_data)
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void WorldSession::HandleCompleteCinematic(WorldPacket& /*recv_data*/)
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{
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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{
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sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_COMPLETE_CINEMATIC");
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}
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#endif
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// If player has sight bound to visual waypoint NPC we should remove it
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GetPlayer()->EndCinematic();
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}
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void WorldSession::HandleNextCinematicCamera(WorldPacket& /*recv_data*/)
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{
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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{
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sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_NEXT_CINEMATIC_CAMERA");
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}
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#endif
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// Sent by client when cinematic actually begun. So we begin the server side process
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GetPlayer()->BeginCinematic();
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}
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void WorldSession::HandleFeatherFallAck(WorldPacket& recv_data)
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